angular.module('shipyard').factory('Ship', ['Components', 'calcShieldStrength', 'calcJumpRange', 'calcTotalRange', 'calcSpeed', 'lodash', 'ArmourMultiplier', function(Components, calcShieldStrength, calcJumpRange, calcTotalRange, calcSpeed, _, ArmourMultiplier) { /** * Returns the power usage type of a slot and it's particular component * @param {object} slot The Slot * @param {object} component The component in the slot * @return {string} The key for the power usage type */ function powerUsageType(slot, component) { if (component) { if (component.passive) { return 'retracted'; } } return slot.cat != 1 ? 'retracted' : 'deployed'; } /** * Ship model used to track all ship components and properties. * * @param {string} id Unique ship Id / Key * @param {object} properties Basic ship properties such as name, manufacturer, mass, etc * @param {object} slots Collection of slot groups (standard/common, internal, hardpoints) with their max class size. */ function Ship(id, properties, slots) { this.id = id; this.cargoHatch = { c: Components.cargoHatch(), type: 'SYS' }; this.bulkheads = { incCost: true, maxClass: 8 }; this.availCS = Components.forShip(id); for (var p in properties) { this[p] = properties[p]; } // Copy all base properties from shipData for (var slotType in slots) { // Initialize all slots var slotGroup = slots[slotType]; var group = this[slotType] = []; // Initialize Slot group (Common, Hardpoints, Internal) for (var i = 0; i < slotGroup.length; i++) { if (typeof slotGroup[i] == 'object') { group.push({ id: null, c: null, incCost: true, maxClass: slotGroup[i].class, eligible: slotGroup[i].eligible }); } else { group.push({ id: null, c: null, incCost: true, maxClass: slotGroup[i] }); } } } // Make a Ship 'slot'/item similar to other slots this.c = { incCost: true, type: 'SHIP', discountedCost: this.hullCost, c: { name: this.name, cost: this.hullCost } }; this.costList = _.union(this.internal, this.common, this.hardpoints); this.costList.push(this.bulkheads); // Add The bulkheads this.costList.unshift(this.c); // Add the ship itself to the list this.powerList = _.union(this.internal, this.hardpoints); this.powerList.unshift(this.cargoHatch); this.powerList.unshift(this.common[1]); // Add Thrusters this.powerList.unshift(this.common[5]); // Add Sensors this.powerList.unshift(this.common[4]); // Add Power Distributor this.powerList.unshift(this.common[3]); // Add Life Support this.powerList.unshift(this.common[2]); // Add FSD this.powerList.unshift(this.common[0]); // Add Power Plant this.shipCostMultiplier = 1; this.componentCostMultiplier = 1; this.priorityBands = [ { deployed: 0, retracted: 0, retOnly: 0 }, { deployed: 0, retracted: 0, retOnly: 0 }, { deployed: 0, retracted: 0, retOnly: 0 }, { deployed: 0, retracted: 0, retOnly: 0 }, { deployed: 0, retracted: 0, retOnly: 0 } ]; } //*********// // GETTERS // //*********// Ship.prototype.getAvailableComponents = function() { return this.availCS; }; Ship.prototype.getSlotStatus = function(slot, deployed) { if (!slot.c) { // Empty Slot return 0; // No Status (Not possible to be active in this state) } else if (!slot.enabled) { return 1; // Disabled } else if (deployed) { return this.priorityBands[slot.priority].deployedSum >= this.powerAvailable ? 2 : 3; // Offline : Online // Active hardpoints have no retracted status } else if ((slot.cat === 1 && !slot.c.passive)) { return 0; // No Status (Not possible to be active in this state) } return this.priorityBands[slot.priority].retractedSum >= this.powerAvailable ? 2 : 3; // Offline : Online }; /** * Calculate jump range using the installed FSD and the * specified mass which can be more or less than ships actual mass * @param {number} mass Mass in tons * @param {number} fuel Fuel available in tons * @return {number} Jump range in Light Years */ Ship.prototype.getJumpRangeForMass = function(mass, fuel) { return calcJumpRange(mass, this.common[2].c, fuel); }; /** * Find an internal slot that has an installed component of the specific group. * * @param {string} group Component group/type * @return {number} The index of the slot in ship.internal */ Ship.prototype.findInternalByGroup = function(group) { var index; if (group == 'sg' || group == 'psg') { index = _.findIndex(this.internal, function(slot) { return slot.c && (slot.c.grp == 'sg' || slot.c.grp == 'psg'); }); } else { index = _.findIndex(this.internal, function(slot) { return slot.c && slot.c.grp == group; }); } if (index !== -1) { return this.internal[index]; } return null; }; //**********************// // Mutate / Update Ship // //**********************// /** * Recalculate all item costs and total based on discounts. * @param {number} shipCostMultiplier Ship cost multiplier discount (e.g. 0.9 === 10% discount) * @param {number} componentCostMultiplier Component cost multiplier discount (e.g. 0.75 === 25% discount) */ Ship.prototype.applyDiscounts = function(shipCostMultiplier, componentCostMultiplier) { var total = 0; var costList = this.costList; for (var i = 0, l = costList.length; i < l; i++) { var item = costList[i]; if (item.c && item.c.cost) { item.discountedCost = item.c.cost * (item.type == 'SHIP' ? shipCostMultiplier : componentCostMultiplier); if (item.incCost) { total += item.discountedCost; } } } this.shipCostMultiplier = shipCostMultiplier; this.componentCostMultiplier = componentCostMultiplier; this.totalCost = total; return this; }; /** * Builds/Updates the ship instance with the components[comps] passed in. * @param {object} comps Collection of components used to build the ship */ Ship.prototype.buildWith = function(comps, priorities, enabled) { var internal = this.internal, common = this.common, hps = this.hardpoints, bands = this.priorityBands, cl = common.length, i, l; // Reset Cumulative stats this.fuelCapacity = 0; this.cargoCapacity = 0; this.ladenMass = 0; this.armourAdded = 0; this.armourMultiplier = 1; this.shieldMultiplier = 1; this.totalCost = this.c.incCost ? this.c.discountedCost : 0; this.unladenMass = this.hullMass; this.totalDps = 0; this.bulkheads.c = null; this.useBulkhead(comps && comps.bulkheads ? comps.bulkheads : 0, true); this.cargoHatch.priority = priorities ? priorities[0] * 1 : 0; this.cargoHatch.enabled = enabled ? enabled[0] * 1 : true; for (i = 0, l = this.priorityBands.length; i < l; i++) { this.priorityBands[i].deployed = 0; this.priorityBands[i].retracted = 0; this.priorityBands[i].retOnly = 0; } if (this.cargoHatch.enabled) { bands[this.cargoHatch.priority].retracted += this.cargoHatch.c.power; } for (i = 0; i < cl; i++) { common[i].cat = 0; common[i].enabled = enabled ? enabled[i + 1] * 1 : true; common[i].priority = priorities ? priorities[i + 1] * 1 : 0; common[i].type = 'SYS'; common[i].c = common[i].id = null; // Resetting 'old' component if there was one common[i].discountedCost = 0; if (comps) { this.use(common[i], comps.common[i], Components.common(i, comps.common[i]), true); } } common[1].type = 'ENG'; // Thrusters common[2].type = 'ENG'; // FSD cl++; // Increase accounts for Cargo Scoop for (i = 0, l = hps.length; i < l; i++) { hps[i].cat = 1; hps[i].enabled = enabled ? enabled[cl + i] * 1 : true; hps[i].priority = priorities ? priorities[cl + i] * 1 : 0; hps[i].type = hps[i].maxClass ? 'WEP' : 'SYS'; hps[i].c = hps[i].id = null; // Resetting 'old' component if there was one hps[i].discountedCost = 0; if (comps && comps.hardpoints[i] !== 0) { this.use(hps[i], comps.hardpoints[i], Components.hardpoints(comps.hardpoints[i]), true); } } cl += hps.length; // Increase accounts for hardpoints for (i = 0, l = internal.length; i < l; i++) { internal[i].cat = 2; internal[i].enabled = enabled ? enabled[cl + i] * 1 : true; internal[i].priority = priorities ? priorities[cl + i] * 1 : 0; internal[i].type = 'SYS'; internal[i].id = internal[i].c = null; // Resetting 'old' component if there was one internal[i].discountedCost = 0; if (comps && comps.internal[i] !== 0) { this.use(internal[i], comps.internal[i], Components.internal(comps.internal[i]), true); } } // Update aggragated stats if (comps) { this.updatePower() .updateJumpStats() .updateShieldStrength() .updateTopSpeed(); } return this; }; Ship.prototype.emptyHardpoints = function() { for (var i = this.hardpoints.length; i--; ) { this.use(this.hardpoints[i], null, null); } return this; }; Ship.prototype.emptyInternal = function() { for (var i = this.internal.length; i--; ) { this.use(this.internal[i], null, null); } return this; }; Ship.prototype.emptyUtility = function() { for (var i = this.hardpoints.length; i--; ) { if (!this.hardpoints[i].maxClass) { this.use(this.hardpoints[i], null, null); } } return this; }; Ship.prototype.emptyWeapons = function() { for (var i = this.hardpoints.length; i--; ) { if (this.hardpoints[i].maxClass) { this.use(this.hardpoints[i], null, null); } } return this; }; /** * Optimize for the lower mass build that can still boost and power the ship * without power management. * @param {object} c Common Component overrides */ Ship.prototype.optimizeMass = function(c) { return this.emptyHardpoints().emptyInternal().useLightestCommon(c); }; Ship.prototype.setCostIncluded = function(item, included) { if (item.incCost != included && item.c) { this.totalCost += included ? item.discountedCost : -item.discountedCost; } item.incCost = included; return this; }; Ship.prototype.setSlotEnabled = function(slot, enabled) { if (slot.enabled != enabled) { // Enabled state is changing slot.enabled = enabled; if (slot.c) { this.priorityBands[slot.priority][powerUsageType(slot, slot.c)] += enabled ? slot.c.power : -slot.c.power; if (slot.c.grp == 'sg' || slot.c.grp == 'psg') { this.updateShieldStrength(); } else if (slot.c.grp == 'sb') { this.shieldMultiplier += slot.c.shieldmul * (enabled ? 1 : -1); this.updateShieldStrength(); } else if (slot.c.dps) { this.totalDps += slot.c.dps * (enabled ? 1 : -1); } this.updatePower(); } } return this; }; /** * Updates the ship's cumulative and aggregated stats based on the component change. */ Ship.prototype.updateStats = function(slot, n, old, preventUpdate) { var powerChange = slot == this.common[0]; if (old) { // Old component now being removed switch (old.grp) { case 'ft': this.fuelCapacity -= old.capacity; break; case 'cr': this.cargoCapacity -= old.capacity; break; case 'hr': this.armourAdded -= old.armouradd; break; case 'sb': this.shieldMultiplier -= slot.enabled ? old.shieldmul : 0; break; } if (slot.incCost && old.cost) { this.totalCost -= old.cost * this.componentCostMultiplier; } if (old.power && slot.enabled) { this.priorityBands[slot.priority][powerUsageType(slot, old)] -= old.power; powerChange = true; if (old.dps) { this.totalDps -= old.dps; } } this.unladenMass -= old.mass || 0; } if (n) { switch (n.grp) { case 'ft': this.fuelCapacity += n.capacity; break; case 'cr': this.cargoCapacity += n.capacity; break; case 'hr': this.armourAdded += n.armouradd; break; case 'sb': this.shieldMultiplier += slot.enabled ? n.shieldmul : 0; break; } if (slot.incCost && n.cost) { this.totalCost += n.cost * this.componentCostMultiplier; } if (n.power && slot.enabled) { this.priorityBands[slot.priority][powerUsageType(slot, n)] += n.power; powerChange = true; if (n.dps) { this.totalDps += n.dps; } } this.unladenMass += n.mass || 0; } this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity; this.armour = this.armourAdded + Math.round(this.baseArmour * this.armourMultiplier); if (!preventUpdate) { if (powerChange) { this.updatePower(); } this.updateTopSpeed(); this.updateJumpStats(); this.updateShieldStrength(); } return this; }; Ship.prototype.updatePower = function() { var bands = this.priorityBands; var prevRetracted = 0, prevDeployed = 0; for (var i = 0, l = bands.length; i < l; i++) { var band = bands[i]; prevRetracted = band.retractedSum = prevRetracted + band.retracted + band.retOnly; prevDeployed = band.deployedSum = prevDeployed + band.deployed + band.retracted; } this.powerAvailable = this.common[0].c.pGen; this.powerRetracted = prevRetracted; this.powerDeployed = prevDeployed; return this; }; Ship.prototype.updateTopSpeed = function() { var speeds = calcSpeed(this.unladenMass + this.fuelCapacity, this.speed, this.boost, this.common[1].c, this.pipSpeed); this.topSpeed = speeds['4 Pips']; this.topBoost = speeds.boost; return this; }; Ship.prototype.updateShieldStrength = function() { var sgSlot = this.findInternalByGroup('sg'); // Find Shield Generator slot Index if any this.shieldStrength = sgSlot && sgSlot.enabled ? calcShieldStrength(this.hullMass, this.baseShieldStrength, sgSlot.c, this.shieldMultiplier) : 0; return this; }; /** * Jump Range and total range calculations */ Ship.prototype.updateJumpStats = function() { var fsd = this.common[2].c; // Frame Shift Drive; this.unladenRange = calcJumpRange(this.unladenMass + fsd.maxfuel, fsd, this.fuelCapacity); // Include fuel weight for jump this.fullTankRange = calcJumpRange(this.unladenMass + this.fuelCapacity, fsd, this.fuelCapacity); // Full Tanke this.ladenRange = calcJumpRange(this.ladenMass, fsd, this.fuelCapacity); this.unladenTotalRange = calcTotalRange(this.unladenMass, fsd, this.fuelCapacity); this.ladenTotalRange = calcTotalRange(this.unladenMass + this.cargoCapacity, fsd, this.fuelCapacity); this.maxJumpCount = Math.ceil(this.fuelCapacity / fsd.maxfuel); return this; }; /** * Update a slot with a the component if the id is different from the current id for this slot. * Has logic handling components that you may only have 1 of (Shield Generator or Refinery). * * @param {object} slot The component slot * @param {string} id Unique ID for the selected component * @param {object} component Properties for the selected component * @param {boolean} preventUpdate If true, do not update aggregated stats */ Ship.prototype.use = function(slot, id, component, preventUpdate) { if (slot.id != id) { // Selecting a different component // Slot is an internal slot, is not being emptied, and the selected component group/type must be of unique if (slot.cat == 2 && component && _.includes(['psg', 'sg', 'rf', 'fs'], component.grp)) { // Find another internal slot that already has this type/group installed var similarSlot = this.findInternalByGroup(component.grp); // If another slot has an installed component with of the same type if (!preventUpdate && similarSlot && similarSlot !== slot) { this.updateStats(similarSlot, null, similarSlot.c, true); // Update stats but don't trigger a global update similarSlot.id = similarSlot.c = null; // Empty the slot similarSlot.discountedCost = 0; } } var oldComponent = slot.c; slot.id = id; slot.c = component; slot.discountedCost = (component && component.cost) ? component.cost * this.componentCostMultiplier : 0; this.updateStats(slot, component, oldComponent, preventUpdate); } return this; }; /** * [useBulkhead description] * @param {[type]} index [description] * @param {[type]} preventUpdate [description] * @return {[type]} [description] */ Ship.prototype.useBulkhead = function(index, preventUpdate) { var oldBulkhead = this.bulkheads.c; this.bulkheads.id = index; this.bulkheads.c = Components.bulkheads(this.id, index); this.bulkheads.discountedCost = this.bulkheads.c.cost * this.componentCostMultiplier; this.armourMultiplier = ArmourMultiplier[index]; this.updateStats(this.bulkheads, this.bulkheads.c, oldBulkhead, preventUpdate); return this; }; /** * [useCommon description] * @param {[type]} rating [description] * @return {[type]} [description] */ Ship.prototype.useCommon = function(rating) { for (var i = this.common.length - 1; i--; ) { // All except Fuel Tank var id = this.common[i].maxClass + rating; this.use(this.common[i], id, Components.common(i, id)); } return this; }; /** * Use the lightest common components unless otherwise specified * @param {object} c Component overrides */ Ship.prototype.useLightestCommon = function(c) { c = c || {}; var common = this.common, pd = c.pd || this.availCS.lightestPowerDist(this.boostEnergy), // Find lightest Power Distributor that can still boost; fsd = c.fsd || common[2].maxClass + 'A', ls = c.ls || common[3].maxClass + 'D', s = c.s || common[5].maxClass + 'D', updated; this.useBulkhead(0) .use(common[2], fsd, Components.common(2, fsd)) // FSD .use(common[3], ls, Components.common(3, ls)) // Life Support .use(common[5], s, Components.common(5, s)) // Sensors .use(common[4], pd, Components.common(4, pd)); // Power Distributor // Thrusters and Powerplant must be determined after all other components are mounted // Loop at least once to determine absolute lightest PD and TH do { updated = false; // Find lightest Thruster that still works for the ship at max mass var th = c.th || this.availCS.lightestThruster(this.ladenMass); if (th != common[1].id) { this.use(common[1], th, Components.common(1, th)); updated = true; } // Find lightest Power plant that can power the ship var pp = c.pp || this.availCS.lightestPowerPlant(Math.max(this.powerRetracted, this.powerDeployed), c.ppRating); if (pp != common[0].id) { this.use(common[0], pp, Components.common(0, pp)); updated = true; } } while (updated); return this; }; /** * Will change the priority of the specified slot if the new priority is valid * @param {object} slot The slot to be updated * @param {number} newPriority The new priority to be set * @return {boolean} Returns true if the priority was changed (within range) */ Ship.prototype.changePriority = function(slot, newPriority) { if (newPriority >= 0 && newPriority < this.priorityBands.length) { var oldPriority = slot.priority; slot.priority = newPriority; if (slot.enabled) { // Only update power if the slot is enabled var usage = powerUsageType(slot, slot.c); this.priorityBands[oldPriority][usage] -= slot.c.power; this.priorityBands[newPriority][usage] += slot.c.power; this.updatePower(); } return true; } return false; }; return Ship; }]);