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