Files
coriolis/src/app/components/DamageReceived.jsx
Cmdr McDonald 3b35d5030e Add ship picker
2017-03-12 18:37:07 +00:00

328 lines
12 KiB
JavaScript

import React from 'react';
import TranslatedComponent from './TranslatedComponent';
import { Modules } from 'coriolis-data/dist';
import { nameComparator } from '../utils/SlotFunctions';
import { CollapseSection, ExpandSection, MountFixed, MountGimballed, MountTurret } from './SvgIcons';
import Module from '../shipyard/Module';
import Slider from '../components/Slider';
/**
* Generates an internationalization friendly weapon comparator that will
* sort by specified property (if provided) then by name/group, class, rating
* @param {function} translate Translation function
* @param {function} propComparator Optional property comparator
* @param {boolean} desc Use descending order
* @return {function} Comparator function for names
*/
export function weaponComparator(translate, propComparator, desc) {
return (a, b) => {
if (!desc) { // Flip A and B if ascending order
let t = a;
a = b;
b = t;
}
// If a property comparator is provided use it first
let diff = propComparator ? propComparator(a, b) : nameComparator(translate, a, b);
if (diff) {
return diff;
}
// Property matches so sort by name / group, then class, rating
if (a.name === b.name && a.grp === b.grp) {
if(a.class == b.class) {
return a.rating > b.rating ? 1 : -1;
}
return a.class - b.class;
}
return nameComparator(translate, a, b);
};
}
/**
* Damage received by a selected ship
*/
export default class DamageReceived extends TranslatedComponent {
static propTypes = {
ship: React.PropTypes.object.isRequired,
code: React.PropTypes.string.isRequired
};
/**
* Constructor
* @param {Object} props React Component properties
*/
constructor(props) {
super(props);
this._sort = this._sort.bind(this);
this._onCollapseExpand = this._onCollapseExpand.bind(this);
this.state = {
predicate: 'n',
desc: true,
expanded: false,
range: 0.1667,
maxRange: 6000
};
}
/**
* Set the initial weapons state
*/
componentWillMount() {
this.setState({ weapons: this._calcWeapons(this.props.ship, this.state.range * this.state.maxRange) });
}
/**
* Set the updated weapons state
* @param {Object} nextProps Incoming/Next properties
* @param {Object} nextContext Incoming/Next conext
* @return {boolean} Returns true if the component should be rerendered
*/
componentWillReceiveProps(nextProps, nextContext) {
if (nextProps.code != this.props.code) {
this.setState({ weapons: this._calcWeapons(nextProps.ship, this.state.range * this.state.maxRange) });
}
return true;
}
/**
* Calculate the damage received by a ship
* @param {Object} ship The ship which will receive the damage
* @param {Object} range The engagement range
* @return {boolean} Returns the per-weapon damage
*/
_calcWeapons(ship, range) {
// Tidy up the range so that it's to 4 decimal places
range = Math.round(10000 * range) / 10000;
let weapons = [];
for (let grp in Modules.hardpoints) {
if (Modules.hardpoints[grp][0].damage && Modules.hardpoints[grp][0].damagedist) {
for (let mId in Modules.hardpoints[grp]) {
const m = new Module(Modules.hardpoints[grp][mId]);
let dropoff = 1;
if (m.getFalloff()) {
// Calculate the dropoff % due to range
if (range > m.getRange()) {
// Weapon is out of range
dropoff = 0;
} else {
const falloff = m.getFalloff();
if (range > falloff) {
const dropoffRange = m.getRange() - falloff;
// Assuming straight-line falloff
dropoff = 1 - (range - falloff) / dropoffRange;
}
}
}
const classRating = `${m.class}${m.rating}${m.missile ? '/' + m.missile : ''}`;
// Base DPS
const baseDps = m.getDps() * dropoff;
const baseSDps = m.getClip() ? ((m.getClip() * baseDps / m.getRoF()) / ((m.getClip() / m.getRoF()) + m.getReload())) * dropoff : baseDps;
// Effective DPS taking in to account shield resistance
let effectivenessShields = 0;
if (m.getDamageDist().E) {
effectivenessShields += m.getDamageDist().E * (1 - ship.shieldExplRes);
}
if (m.getDamageDist().K) {
effectivenessShields += m.getDamageDist().K * (1 - ship.shieldKinRes);
}
if (m.getDamageDist().T) {
effectivenessShields += m.getDamageDist().T * (1 - ship.shieldThermRes);
}
if (m.getDamageDist().A) {
effectivenessShields += m.getDamageDist().A;
}
effectivenessShields *= dropoff;
const effectiveDpsShields = baseDps * effectivenessShields;
const effectiveSDpsShields = baseSDps * effectivenessShields;
// Effective DPS taking in to account hull hardness and resistance
let effectivenessHull = 0;
if (m.getDamageDist().E) {
effectivenessHull += m.getDamageDist().E * (1 - ship.hullExplRes);
}
if (m.getDamageDist().K) {
effectivenessHull += m.getDamageDist().K * (1 - ship.hullKinRes);
}
if (m.getDamageDist().T) {
effectivenessHull += m.getDamageDist().T * (1 - ship.hullThermRes);
}
if (m.getDamageDist().A) {
effectivenessHull += m.getDamageDist().A;
}
effectivenessHull *= Math.min(m.getPiercing() / ship.hardness, 1) * dropoff;
const effectiveDpsHull = baseDps * effectivenessHull;
const effectiveSDpsHull = baseSDps * effectivenessHull;
weapons.push({ id: m.id,
classRating,
name: m.name || m.grp,
mount: m.mount,
effectiveDpsShields,
effectiveSDpsShields,
effectivenessShields,
effectiveDpsHull,
effectiveSDpsHull,
effectivenessHull });
}
}
}
return weapons;
}
/**
* Triggered when the collapse or expand icons are clicked
*/
_onCollapseExpand() {
this.setState({ expanded: !this.state.expanded });
}
/**
* Set the sort order and sort
* @param {string} predicate Sort predicate
*/
_sortOrder(predicate) {
let desc = this.state.desc;
if (predicate == this.state.predicate) {
desc = !desc;
} else {
desc = true;
}
this._sort(this.props.ship, predicate, desc);
this.setState({ predicate, desc });
}
/**
* Sorts the weapon list
* @param {Ship} ship Ship instance
* @param {string} predicate Sort predicate
* @param {Boolean} desc Sort order descending
*/
_sort(ship, predicate, desc) {
let comp = weaponComparator.bind(null, this.context.language.translate);
switch (predicate) {
case 'n': comp = comp(null, desc); break;
case 'edpss': comp = comp((a, b) => a.effectiveDpsShields - b.effectiveDpsShields, desc); break;
case 'esdpss': comp = comp((a, b) => a.effectiveSDpsShields - b.effectiveSDpsShields, desc); break;
case 'es': comp = comp((a, b) => a.effectivenessShields - b.effectivenessShields, desc); break;
case 'edpsh': comp = comp((a, b) => a.effectiveDpsHull - b.effectiveDpsHull, desc); break;
case 'esdpsh': comp = comp((a, b) => a.effectiveSDpsHull - b.effectiveSDpsHull, desc); break;
case 'eh': comp = comp((a, b) => a.effectivenessHull - b.effectivenessHull, desc); break;
}
this.state.weapons.sort(comp);
}
/**
* Render individual rows for weapons
* @param {Function} translate Translate function
* @param {Object} formats Localised formats map
* @return {array} The individual rows
*
*/
_renderRows(translate, formats) {
const { termtip, tooltip } = this.context;
let rows = [];
for (let i = 0; i < this.state.weapons.length; i++) {
const weapon = this.state.weapons[i];
rows.push(<tr key={weapon.id}>
<td className='ri'>
{weapon.mount == 'F' ? <span onMouseOver={termtip.bind(null, 'fixed')} onMouseOut={tooltip.bind(null, null)}><MountFixed className='icon'/></span> : null}
{weapon.mount == 'G' ? <span onMouseOver={termtip.bind(null, 'gimballed')} onMouseOut={tooltip.bind(null, null)}><MountGimballed /></span> : null}
{weapon.mount == 'T' ? <span onMouseOver={termtip.bind(null, 'turreted')} onMouseOut={tooltip.bind(null, null)}><MountTurret /></span> : null}
{weapon.classRating} {translate(weapon.name)}
</td>
<td>{formats.round1(weapon.effectiveDpsShields)}</td>
<td>{formats.round1(weapon.effectiveSDpsShields)}</td>
<td>{formats.pct(weapon.effectivenessShields)}</td>
<td>{formats.round1(weapon.effectiveDpsHull)}</td>
<td>{formats.round1(weapon.effectiveSDpsHull)}</td>
<td>{formats.pct(weapon.effectivenessHull)}</td>
</tr>);
}
return rows;
}
/**
* Update current range
* @param {number} range Range 0-1
*/
_rangeChange(range) {
this.setState({ range, weapons: this._calcWeapons(this.props.ship, this.state.range * this.state.maxRange) });
}
/**
* Render damage received
* @return {React.Component} contents
*/
render() {
const { language, onWindowResize, sizeRatio, tooltip, termtip } = this.context;
const { formats, translate, units } = language;
const { expanded, maxRange, range } = this.state;
const sortOrder = this._sortOrder;
const onCollapseExpand = this._onCollapseExpand;
return (
<span>
<h1>{translate('damage received from')} {expanded ? <span onClick={onCollapseExpand}><CollapseSection className='summary'/></span> : <span onClick={onCollapseExpand}><ExpandSection className='summary'/></span>}</h1>
{expanded ? <span>
<table className='summary' style={{ width: '100%' }}>
<thead>
<tr className='main'>
<th rowSpan={2} className='sortable' onClick={sortOrder.bind(this, 'n')} >{translate('weapon')}</th>
<th colSpan={3} >{translate('against shields')}</th>
<th colSpan={3} >{translate('against hull')}</th>
</tr>
<tr>
<th className='sortable lft' onClick={sortOrder.bind(this, 'edpss')} onMouseOver={termtip.bind(null, 'dps')} onMouseOut={tooltip.bind(null, null)}>{translate('DPS')}</th>
<th className='sortable' onClick={sortOrder.bind(this, 'esdpss')} onMouseOver={termtip.bind(null, 'sdps')} onMouseOut={tooltip.bind(null, null)}>{translate('SDPS')}</th>
<th className='sortable' onClick={sortOrder.bind(this, 'es')} >{translate('effectiveness')}</th>
<th className='sortable lft' onClick={sortOrder.bind(this, 'edpsh')} onMouseOver={termtip.bind(null, 'dps')} onMouseOut={tooltip.bind(null, null)}>{translate('DPS')}</th>
<th className='sortable' onClick={sortOrder.bind(this, 'esdpsh')} onMouseOver={termtip.bind(null, 'sdps')} onMouseOut={tooltip.bind(null, null)}>{translate('SDPS')}</th>
<th className='sortable' onClick={sortOrder.bind(this, 'eh')} >{translate('effectiveness')}</th>
</tr>
</thead>
<tbody>
{this._renderRows(translate, formats)}
</tbody>
</table>
<table style={{ width: '80%', lineHeight: '1em', backgroundColor: 'transparent', margin: 'auto' }}>
<tbody >
<tr>
<td style={{ verticalAlign: 'top', padding: 0, width: '2.5em' }} onMouseEnter={termtip.bind(null, 'PHRASE_ENGAGEMENT_RANGE')} onMouseLeave={tooltip.bind(null, null)}>{translate('engagement range')}</td>
<td>
<Slider
axis={true}
onChange={this._rangeChange.bind(this)}
axisUnit={translate('m')}
percent={range}
max={maxRange}
scale={sizeRatio}
onResize={onWindowResize}
/>
</td>
<td className='primary' style={{ width: '10em', verticalAlign: 'top', fontSize: '0.9em', textAlign: 'left' }}>
{formats.f2(range * maxRange / 1000)}{units.km}
</td>
</tr>
</tbody>
</table></span> : null }
</span>
);
}
}