Files
coriolis/app/js/shipyard/factory-ship.js
2015-04-16 19:44:39 -07:00

253 lines
8.2 KiB
JavaScript

angular.module('shipyard').factory('ShipFactory', ['components', 'lodash', function (Components, _) {
/**
* Ship model used to track all ship components and properties.
*
* @param {string} id Unique ship Id / Key
* @param {object} shipData Data/defaults from the Ship database.
*/
function Ship(id, shipData) {
this.id = id;
this.defaults = shipData.defaultComponents;
this.incCost = true;
this.cargoScoop = { enabled: true, c: { name: 'Cargo Scoop', class: 1, rating: 'H', power: .6} };
angular.forEach(shipData,function(o,k){
if(typeof o != 'object') {
this[k] = o;
} else if (k == 'slotCap') {
angular.forEach(o,function(arr,g){
this[g] = [];
for(var i = 0; i < arr.length; i++){
this[g].push({
enabled: true,
incCost: true,
maxClass: arr[i]
});
}
}.bind(this))
}
}.bind(this));
}
/**
* Reset the ship to the original purchase defaults.
*/
Ship.prototype.clear = function() {
this.buildWith(DB.ships[this.id].defaultComponents);
};
/**
* Reset the current build to the previously used default
*/
Ship.prototype.reset = function() {
this.buildWith(this.defaults);
};
/**
* 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) {
var internal = this.internal;
var common = this.common;
var hps = this.hardpoints;
var availCommon = DB.components.common;
var availHardPoints = DB.components.hardpoints;
var availInternal = DB.components.internal;
this.bulkheads = { incCost: true, id: comps.bulkheads || 0, c: DB.components.bulkheads[this.id][comps.bulkheads || 0] };
for(var i = 0, l = comps.common.length; i < l; i++) {
common[i].id = comps.common[i];
common[i].c = availCommon[i][comps.common[i]];
}
for(var i = 0, l = comps.hardpoints.length; i < l; i++) {
if(comps.hardpoints[i] !== 0) {
hps[i].id = comps.hardpoints[i];
hps[i].c = availHardPoints[comps.hardpoints[i]];
}
}
for(var i = 0, l = comps.internal.length; i < l; i++) {
if(comps.internal[i] !== 0) {
internal[i].id = comps.internal[i];
internal[i].c = availInternal[comps.internal[i]];
}
}
this.updateTotals();
}
/**
* Serializes the selected components for all slots to a URL friendly string.
* @return {string} Encoded string of components
*/
Ship.prototype.toCode = function() {
var data = [
this.bulkheads.id,
_.map(this.common, idToStr),
_.map(this.hardpoints, idToStr),
_.map(this.internal, idToStr),
];
return _.flatten(data).join('');
};
/**
* Utility function to retrieve a safe string for selected component for a slot.
* Used for serialization to code only.
*
* @private
* @param {object} slot The slot object.
* @return {string} The id of the selected component or '-' if none selected
*/
function idToStr(slot) {
return o.id === undefined? '-' : o.id;
}
/**
* Updates the current ship instance's slots with components determined by the
* code.
*
* @param {string} code [description]
*/
Ship.prototype.buildFromCode = function (code) {
var commonCount = this.common.length;
var hpCount = commonCount + this.hardpoints.length;
var comps = {
bulkheads: code.charAt(0) * 1,
common: new Array(this.common.length),
hardpoints: new Array(this.hardpoints.length),
internal: new Array(this.internal.length)
};
// TODO: improve...
for (var i = 1, c = 0, l = code.length; i < l; i++) {
if(code.charAt(i) != '-') {
if (c < commonCount) {
comps.common[c] = code.substring(i, i + 2);
} else if (c < hpCount) {
comps.hardpoints[c - commonCount] = code.substring(i, i + 2)
} else {
comps.internal[c - hpCount] = code.substring(i, i + 2)
}
i++;
}
c++;
}
this.defaults = comps;
this.buildWidth(data);
};
/**
* Updates the ship totals based on currently selected component in each slot.
*/
Ship.prototype.updateTotals = function() {
var c = _.reduce(this.common, optsSum, {cost: 0, power: 0, mass: 0, capacity: 0});
var i = _.reduce(this.internal, optsSum, {cost: 0, power: 0, mass: 0, capacity: 0});
var h = _.reduce(this.hardpoints, optsSum, {cost: 0, power: 0, mass: 0, capacity: 0});
this.totalCost = c.cost + i.cost + h.cost + (this.incCost? this.cost : 0) + (this.bulkheads.incCost? this.bulkheads.c.cost : 0);
this.unladenMass = c.mass + i.mass + h.mass + this.mass + this.bulkheads.c.mass;
this.powerAvailable = this.common[0].c.pGen;
this.fuelCapacity = this.common[6].c.capacity;
this.cargoCapacity = i.capacity;
this.ladenMass = this.unladenMass + this.cargoCapacity + this.fuelCapacity;
this.powerRetracted = c.power + i.power + (this.cargoScoop.enabled? this.cargoScoop.c.power : 0);
this.powerDeployed = this.powerRetracted + h.power;
// TODO: range
this.armourAdded = 0; // internal.armoradd TODO: Armour (reinforcement, bulkheads)
this.armorTotal = this.armourAdded + this.armour;
}
/**
* Update a slot with a the component if the id is different from the current id for this slot.
* Frees the slot of the current component if the id matches the current id for the slot.
*
* @param {object} slot The component slot
* @param {string} id Unique ID for the selected component
* @param {object} componentData Properties for the selected component
*/
Ship.prototype.use = function(slot, id, componentData) {
if (slot.id != id) { // Selecting a different option
slot.id = id;
slot.c = componentData;
// New componnent is a Shield Generator
if(componentData.group == 'sg') {
// You can only have one shield Generator
// TODO: find shield generator that is not this one
// set c.id = null, c.c = null;
}
// Deselecting current option
} else {
slot.id = null;
slot.c = null;
}
this.updateTotals();
};
/**
* Calculate the a ships shield strength based on mass, shield generator and shield boosters used.
*
* @private
* @param {number} mass Current mass of the ship
* @param {number} shields Base Shield strength MJ for ship
* @param {object} sg The shield generator used
* @param {number} multiplier Shield multiplier for ship (1 + shield boosters if any)
* @return {number} Approximate shield strengh in MJ
*/
function calcShieldStrength (mass, shields, sg, multiplier) {
if (mass <= sg.minmass) {
return shields * multiplier * sg.minmul;
}
if (mass < sg.optmass) {
return shields * multiplier * (sg.minmul + (mass - sg.minmass) / (sg.optmass - sg.minmass) * (sg.optmul - sg.minmul));
}
if (mass < sg.maxmass) {
return shields * multiplier * (sg.optmul + (mass - sg.optmass) / (sg.maxmass - sg.optmass) * (sg.maxmul - sg.optmul));
}
return shields * multiplier * sg.maxmul;
};
/**
* Utilify function for summing the components properties
*
* @private
* @param {object} sum Sum of cost, power, mass, capacity
* @param {object} slot Slot object
* @return {object} The mutated sum object
*/
function optsSum(sum, slot) {
if (slot.c) { // The slot has a component selected
sum.cost += (slot.incCost && slot.c.cost)? slot.c.cost : 0;
sum.power += (slot.enabled && slot.c.power)? slot.c.power : 0;
sum.mass += slot.c.mass || 0;
sum.capacity += slot.c.capacity || 0;
}
return sum;
}
/**
* Ship Factory function. Created a new instance of a ship based on the ship type.
*
* @param {string} id Id/Key for the Ship type
* @param {object} shipData [description]
* @param {string} code [optional] Code to build the ship with
* @return {Ship} A new Ship instance
*/
return function (id, shipData, code) {
var s = new Ship(id, shipData);
if (code) {
s.buildFromCode(code);
} else {
s.clear();
}
return s;
};
}]);